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authorClément Foucault <foucault.clem@gmail.com>2022-04-14 19:47:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-04-14 19:47:58 +0300
commit80859a6cb2726a39fb22cb49f06e0355dc9390a7 (patch)
treefd3f8ead5a247a79ea11e4aacc720843bbc5e2c2 /source/blender/nodes/shader/node_shader_tree.cc
parent66dc4d4efb88ecf2d18bfa08ab9c43b024ebd2fb (diff)
GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl` files. It defines a clear interface to evaluate the closure nodes leaving more flexibility to the render engine. Some of the long standing workaround are fixed: - bump mapping support is no longer duplicating a lot of node and is instead compiled into a function call. - bump rewiring to Normal socket is no longer needed as we now use a global `g_data.N` for that. Closure sampling with upstread weight eval is now supported if the engine needs it. This also makes all the material GLSL sources use `GPUSource` for better debugging experience. The `GPUFunction` parsing now happens in `GPUSource` creation. The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type agnostic. Is has also been rewritten in C++. This patch changes a view behavior for EEVEE: - Mix shader node factor imput is now clamped. - Tangent Vector displacement behavior is now matching cycles. - The chosen BSDF used for SSR might change. - Hair shading may have very small changes on very large hairs when using hair polygon stripes. - ShaderToRGB node will remove any SSR and SSS form a shader. - SSS radius input now is no longer a scaling factor but defines an average radius. The SSS kernel "shape" (radii) are still defined by the socket default values. Appart from the listed changes no other regressions are expected.
Diffstat (limited to 'source/blender/nodes/shader/node_shader_tree.cc')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.cc735
1 files changed, 426 insertions, 309 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.cc b/source/blender/nodes/shader/node_shader_tree.cc
index 03baebfd28b..42a31f39041 100644
--- a/source/blender/nodes/shader/node_shader_tree.cc
+++ b/source/blender/nodes/shader/node_shader_tree.cc
@@ -21,6 +21,7 @@
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
+#include "BLI_vector.hh"
#include "BLT_translation.h"
@@ -47,11 +48,7 @@
#include "node_shader_util.hh"
#include "node_util.h"
-struct nTreeTags {
- float ssr_id, sss_id;
-};
-
-static void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags);
+using blender::Vector;
static bool shader_tree_poll(const bContext *C, bNodeTreeType *UNUSED(treetype))
{
@@ -250,6 +247,18 @@ static bNodeSocket *ntree_shader_node_find_output(bNode *node, const char *ident
return ntree_shader_node_find_socket(&node->outputs, identifier);
}
+/* Find input socket at a specific position. */
+static bNodeSocket *ntree_shader_node_input_get(bNode *node, int n)
+{
+ return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->inputs, n));
+}
+
+/* Find output socket at a specific position. */
+static bNodeSocket *ntree_shader_node_output_get(bNode *node, int n)
+{
+ return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->outputs, n));
+}
+
/* Return true on success. */
static bool ntree_shader_expand_socket_default(bNodeTree *localtree,
bNode *node,
@@ -522,125 +531,21 @@ static void ntree_shader_groups_flatten(bNodeTree *localtree)
BKE_ntree_update_main_tree(G.main, localtree, nullptr);
}
-/* Check whether shader has a displacement.
- *
- * Will also return a node and its socket which is connected to a displacement
- * output. Additionally, link which is attached to the displacement output is
- * also returned.
- */
-static bool ntree_shader_has_displacement(bNodeTree *ntree,
- bNode *output_node,
- bNode **r_node,
- bNodeSocket **r_socket,
- bNodeLink **r_link)
-{
- if (output_node == nullptr) {
- /* We can't have displacement without output node, apparently. */
- return false;
- }
- /* Make sure sockets links pointers are correct. */
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
- bNodeSocket *displacement = ntree_shader_node_find_input(output_node, "Displacement");
-
- if (displacement == nullptr) {
- /* Non-cycles node is used as an output. */
- return false;
- }
-
- if ((displacement->link != nullptr) && !(displacement->link->flag & NODE_LINK_MUTED)) {
- *r_node = displacement->link->fromnode;
- *r_socket = displacement->link->fromsock;
- *r_link = displacement->link;
- return true;
- }
- return false;
-}
-
-static void ntree_shader_relink_node_normal(bNodeTree *ntree,
- bNode *node,
- bNode *node_from,
- bNodeSocket *socket_from)
-{
- /* TODO(sergey): Can we do something smarter here than just a name-based
- * matching?
- */
- LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
- if (STREQ(sock->identifier, "Normal") && sock->link == nullptr) {
- /* It's a normal input and nothing is connected to it. */
- nodeAddLink(ntree, node_from, socket_from, node, sock);
- }
- else if (sock->link) {
- bNodeLink *link = sock->link;
- if (ELEM(link->fromnode->type, SH_NODE_NEW_GEOMETRY, SH_NODE_TEX_COORD) &&
- STREQ(link->fromsock->identifier, "Normal")) {
- /* Linked to a geometry node normal output. */
- nodeAddLink(ntree, node_from, socket_from, node, sock);
- }
- }
- }
-}
-
-/* Use specified node and socket as an input for unconnected normal sockets. */
-static void ntree_shader_link_builtin_normal(bNodeTree *ntree,
- bNode *node_from,
- bNodeSocket *socket_from)
-{
- LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
- if (node == node_from) {
- /* Don't connect node itself! */
- continue;
- }
- if (node->tmp_flag == -2) {
- /* This node is used inside the displacement tree. Skip to avoid cycles. */
- continue;
- }
- ntree_shader_relink_node_normal(ntree, node, node_from, socket_from);
- }
-}
-
-static void ntree_shader_bypass_bump_link(bNodeTree *ntree, bNode *bump_node, bNodeLink *bump_link)
-{
- /* Bypass bump nodes. This replicates cycles "implicit" behavior. */
- bNodeSocket *bump_normal_input = ntree_shader_node_find_input(bump_node, "Normal");
- bNode *fromnode;
- bNodeSocket *fromsock;
- /* Default to builtin normals if there is no link. */
- if (bump_normal_input->link) {
- fromsock = bump_normal_input->link->fromsock;
- fromnode = bump_normal_input->link->fromnode;
- }
- else {
- fromnode = nodeAddStaticNode(nullptr, ntree, SH_NODE_NEW_GEOMETRY);
- fromsock = ntree_shader_node_find_output(fromnode, "Normal");
- }
- /* Bypass the bump node by creating a link between the previous and next node. */
- nodeAddLink(ntree, fromnode, fromsock, bump_link->tonode, bump_link->tosock);
- nodeRemLink(ntree, bump_link);
-}
-
-static void ntree_shader_bypass_tagged_bump_nodes(bNodeTree *ntree)
-{
- /* Bypass bump links inside copied nodes */
- LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
- bNode *node = link->fromnode;
- /* If node is a copy. */
- if (node->tmp_flag == -2 && node->type == SH_NODE_BUMP) {
- ntree_shader_bypass_bump_link(ntree, node, link);
- }
- }
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
-}
+struct branchIterData {
+ bool (*node_filter)(const bNode *node);
+ int node_count;
+};
static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
{
- int *node_count = (int *)userdata;
- if (fromnode->tmp_flag == -1) {
- fromnode->tmp_flag = *node_count;
- (*node_count)++;
+ branchIterData *iter = (branchIterData *)userdata;
+ if (fromnode->tmp_flag == -1 && (iter->node_filter == nullptr || iter->node_filter(fromnode))) {
+ fromnode->tmp_flag = iter->node_count;
+ iter->node_count++;
}
- if (tonode->tmp_flag == -1) {
- tonode->tmp_flag = *node_count;
- (*node_count)++;
+ if (tonode->tmp_flag == -1 && (iter->node_filter == nullptr || iter->node_filter(tonode))) {
+ tonode->tmp_flag = iter->node_count;
+ iter->node_count++;
}
return true;
}
@@ -650,6 +555,7 @@ static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, voi
* Returns input node copy. */
static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
bNode *start_node,
+ bool (*node_filter)(const bNode *node),
void (*callback)(bNode *node, int user_data),
int user_data)
{
@@ -659,10 +565,13 @@ static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
}
/* Count and tag all nodes inside the displacement branch of the tree. */
start_node->tmp_flag = 0;
- int node_count = 1;
- nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &node_count, 1);
+ branchIterData iter_data;
+ iter_data.node_filter = node_filter;
+ iter_data.node_count = 1;
+ nodeChainIterBackwards(ntree, start_node, ntree_branch_count_and_tag_nodes, &iter_data, 1);
/* Make a full copy of the branch */
- bNode **nodes_copy = static_cast<bNode **>(MEM_mallocN(sizeof(bNode *) * node_count, __func__));
+ bNode **nodes_copy = static_cast<bNode **>(
+ MEM_mallocN(sizeof(bNode *) * iter_data.node_count, __func__));
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->tmp_flag >= 0) {
int id = node->tmp_flag;
@@ -690,7 +599,7 @@ static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
}
/* Per node callback. */
if (callback) {
- for (int i = 0; i < node_count; i++) {
+ for (int i = 0; i < iter_data.node_count; i++) {
callback(nodes_copy[i], user_data);
}
}
@@ -699,216 +608,441 @@ static bNode *ntree_shader_copy_branch(bNodeTree *ntree,
return start_node_copy;
}
-static void ntree_shader_copy_branch_displacement(bNodeTree *ntree,
- bNode *displacement_node,
- bNodeSocket *displacement_socket,
- bNodeLink *displacement_link)
+/* Generate emission node to convert regular data to closure sockets.
+ * Returns validity of the tree.
+ */
+static bool ntree_shader_implicit_closure_cast(bNodeTree *ntree)
{
- /* Replace displacement socket/node/link. */
- bNode *tonode = displacement_link->tonode;
- bNodeSocket *tosock = displacement_link->tosock;
- displacement_node = ntree_shader_copy_branch(ntree, displacement_node, nullptr, 0);
- displacement_socket = ntree_shader_node_find_output(displacement_node,
- displacement_socket->identifier);
- nodeRemLink(ntree, displacement_link);
- nodeAddLink(ntree, displacement_node, displacement_socket, tonode, tosock);
-
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ bool modified = false;
+ LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if ((link->fromsock->type != SOCK_SHADER) && (link->tosock->type == SOCK_SHADER)) {
+ bNode *emission_node = nodeAddStaticNode(NULL, ntree, SH_NODE_EMISSION);
+ bNodeSocket *in_sock = ntree_shader_node_find_input(emission_node, "Color");
+ bNodeSocket *out_sock = ntree_shader_node_find_output(emission_node, "Emission");
+ nodeAddLink(ntree, link->fromnode, link->fromsock, emission_node, in_sock);
+ nodeAddLink(ntree, emission_node, out_sock, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ modified = true;
+ }
+ else if ((link->fromsock->type == SOCK_SHADER) && (link->tosock->type != SOCK_SHADER)) {
+ /* Meh. Not directly visible to the user. But better than nothing. */
+ fprintf(stderr, "Shader Nodetree Error: Invalid implicit socket conversion\n");
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ return false;
+ }
+ }
+ if (modified) {
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ }
+ return true;
}
-/* Re-link displacement output to unconnected normal sockets via bump node.
- * This way material with have proper displacement in the viewport.
- */
-static void ntree_shader_relink_displacement(bNodeTree *ntree, bNode *output_node)
-{
- bNode *displacement_node;
- bNodeSocket *displacement_socket;
- bNodeLink *displacement_link;
- if (!ntree_shader_has_displacement(
- ntree, output_node, &displacement_node, &displacement_socket, &displacement_link)) {
- /* There is no displacement output connected, nothing to re-link. */
- return;
- }
-
- /* Copy the whole displacement branch to avoid cyclic dependency
- * and issue when bypassing bump nodes. */
- ntree_shader_copy_branch_displacement(
- ntree, displacement_node, displacement_socket, displacement_link);
- /* Bypass bump nodes inside the copied branch to mimic cycles behavior. */
- ntree_shader_bypass_tagged_bump_nodes(ntree);
-
- /* Displacement Node may have changed because of branch copy and bump bypass. */
- ntree_shader_has_displacement(
- ntree, output_node, &displacement_node, &displacement_socket, &displacement_link);
-
- /* We have to disconnect displacement output socket, otherwise we'll have
- * cycles in the Cycles material :)
- */
- nodeRemLink(ntree, displacement_link);
-
- /* Convert displacement vector to bump height. */
- bNode *dot_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_VECTOR_MATH);
- bNode *geo_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_NEW_GEOMETRY);
- bNodeSocket *normal_socket = ntree_shader_node_find_output(geo_node, "Normal");
- bNodeSocket *dot_input1 = static_cast<bNodeSocket *>(dot_node->inputs.first);
- bNodeSocket *dot_input2 = static_cast<bNodeSocket *>(dot_input1->next);
- dot_node->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT;
-
- nodeAddLink(ntree, displacement_node, displacement_socket, dot_node, dot_input1);
- nodeAddLink(ntree, geo_node, normal_socket, dot_node, dot_input2);
- displacement_node = dot_node;
- displacement_socket = ntree_shader_node_find_output(dot_node, "Value");
-
- /* We can't connect displacement to normal directly, use bump node for that
- * and hope that it gives good enough approximation.
- */
- bNode *bump_node = nodeAddStaticNode(nullptr, ntree, SH_NODE_BUMP);
- bNodeSocket *bump_input_socket = ntree_shader_node_find_input(bump_node, "Height");
- bNodeSocket *bump_output_socket = ntree_shader_node_find_output(bump_node, "Normal");
- BLI_assert(bump_input_socket != nullptr);
- BLI_assert(bump_output_socket != nullptr);
- /* Connect bump node to where displacement output was originally
- * connected to.
- */
- nodeAddLink(ntree, displacement_node, displacement_socket, bump_node, bump_input_socket);
-
- /* Tag as part of the new displacement tree. */
- dot_node->tmp_flag = -2;
- geo_node->tmp_flag = -2;
- bump_node->tmp_flag = -2;
-
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
-
- /* Connect all free-standing Normal inputs and relink geometry/coordinate nodes. */
- ntree_shader_link_builtin_normal(ntree, bump_node, bump_output_socket);
- /* We modified the tree, it needs to be updated now. */
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+/* Socket already has a link to it. Add weights together. */
+static void ntree_weight_tree_merge_weight(bNodeTree *ntree,
+ bNode *UNUSED(fromnode),
+ bNodeSocket *fromsock,
+ bNode **tonode,
+ bNodeSocket **tosock)
+{
+ bNode *addnode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ addnode->custom1 = NODE_MATH_ADD;
+ addnode->tmp_flag = -2; /* Copy */
+ bNodeSocket *addsock_out = ntree_shader_node_output_get(addnode, 0);
+ bNodeSocket *addsock_in0 = ntree_shader_node_input_get(addnode, 0);
+ bNodeSocket *addsock_in1 = ntree_shader_node_input_get(addnode, 1);
+ bNodeLink *oldlink = fromsock->link;
+ nodeAddLink(ntree, oldlink->fromnode, oldlink->fromsock, addnode, addsock_in0);
+ nodeAddLink(ntree, *tonode, *tosock, addnode, addsock_in1);
+ nodeRemLink(ntree, oldlink);
+ *tonode = addnode;
+ *tosock = addsock_out;
}
-static void node_tag_branch_as_derivative(bNode *node, int dx)
+static bool ntree_weight_tree_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
{
- if (dx) {
- node->branch_tag = 1;
+ int *node_count = (int *)userdata;
+ bool to_node_from_weight_tree = ELEM(tonode->type,
+ SH_NODE_ADD_SHADER,
+ SH_NODE_MIX_SHADER,
+ SH_NODE_OUTPUT_WORLD,
+ SH_NODE_OUTPUT_MATERIAL,
+ SH_NODE_SHADERTORGB);
+ if (tonode->tmp_flag == -1 && to_node_from_weight_tree) {
+ tonode->tmp_flag = *node_count;
+ *node_count += (tonode->type == SH_NODE_MIX_SHADER) ? 4 : 1;
}
- else {
- node->branch_tag = 2;
+ if (fromnode->tmp_flag == -1 && ELEM(fromnode->type, SH_NODE_ADD_SHADER, SH_NODE_MIX_SHADER)) {
+ fromnode->tmp_flag = *node_count;
+ *node_count += (fromnode->type == SH_NODE_MIX_SHADER) ? 4 : 1;
}
+ return to_node_from_weight_tree;
}
-static bool ntree_shader_bump_branches(bNode *fromnode, bNode *UNUSED(tonode), void *userdata)
+/* Invert evaluation order of the weight tree (add & mix closure nodes) to feed the closure nodes
+ * with their respective weights. */
+static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node)
{
- bNodeTree *ntree = (bNodeTree *)userdata;
+ bNodeLink *displace_link = NULL;
+ bNodeSocket *displace_output = ntree_shader_node_find_input(output_node, "Displacement");
+ if (displace_output && displace_output->link) {
+ /* Remove any displacement link to avoid tagging it later on. */
+ displace_link = displace_output->link;
+ displace_output->link = NULL;
+ }
+ bNodeLink *thickness_link = NULL;
+ bNodeSocket *thickness_output = ntree_shader_node_find_input(output_node, "Thickness");
+ if (thickness_output && thickness_output->link) {
+ /* Remove any thickness link to avoid tagging it later on. */
+ thickness_link = thickness_output->link;
+ thickness_output->link = NULL;
+ }
+ /* Init tmp flag. */
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ node->tmp_flag = -1;
+ }
+ /* Tag nodes from the weight tree. Only tag output node and mix/add shader nodes. */
+ output_node->tmp_flag = 0;
+ int node_count = 1;
+ nodeChainIterBackwards(ntree, output_node, ntree_weight_tree_tag_nodes, &node_count, 0);
+ /* Make a mirror copy of the weight tree. */
+ bNode **nodes_copy = static_cast<bNode **>(MEM_mallocN(sizeof(bNode *) * node_count, __func__));
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ if (node->tmp_flag >= 0) {
+ int id = node->tmp_flag;
- if (fromnode->type == SH_NODE_BUMP) {
- bNodeSocket *height_dx_sock, *height_dy_sock, *bump_socket, *bump_dx_socket, *bump_dy_socket;
- bNode *bump = fromnode;
- bump_socket = ntree_shader_node_find_input(bump, "Height");
- bump_dx_socket = ntree_shader_node_find_input(bump, "Height_dx");
- bump_dy_socket = ntree_shader_node_find_input(bump, "Height_dy");
- if (bump_dx_socket->link) {
- /* Avoid reconnecting the same bump twice. */
+ switch (node->type) {
+ case SH_NODE_SHADERTORGB:
+ case SH_NODE_OUTPUT_WORLD:
+ case SH_NODE_OUTPUT_MATERIAL: {
+ /* Start the tree with full weight. */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_VALUE);
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ ((bNodeSocketValueFloat *)ntree_shader_node_output_get(nodes_copy[id], 0)->default_value)
+ ->value = 1.0f;
+ break;
+ }
+ case SH_NODE_ADD_SHADER: {
+ /* Simple passthrough node. Each original inputs will get the same weight. */
+ /* TODO(fclem) Better use some kind of reroute node? */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_ADD;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ ((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
+ ->value = 0.0f;
+ break;
+ }
+ case SH_NODE_MIX_SHADER: {
+ /* We need multiple nodes to emulate the mix node in reverse. */
+ bNode *fromnode, *tonode;
+ bNodeSocket *fromsock, *tosock;
+ int id_start = id;
+ /* output = (factor * input_weight) */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_MULTIPLY;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ id++;
+ /* output = ((1.0 - factor) * input_weight) <=> (input_weight - factor * input_weight) */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_SUBTRACT;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ id++;
+ /* Node sanitizes the input mix factor by clamping it. */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_ADD;
+ nodes_copy[id]->custom2 = SHD_MATH_CLAMP;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ ((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
+ ->value = 0.0f;
+ /* Copy default value if no link present. */
+ bNodeSocket *fac_sock = ntree_shader_node_find_input(node, "Fac");
+ if (!fac_sock->link) {
+ float default_value = ((bNodeSocketValueFloat *)fac_sock->default_value)->value;
+ bNodeSocket *dst_sock = ntree_shader_node_input_get(nodes_copy[id], 1);
+ ((bNodeSocketValueFloat *)dst_sock->default_value)->value = default_value;
+ }
+ id++;
+ /* Reroute the weight input to the 3 processing nodes. Simplify linking later-on. */
+ /* TODO(fclem) Better use some kind of reroute node? */
+ nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+ nodes_copy[id]->custom1 = NODE_MATH_ADD;
+ nodes_copy[id]->tmp_flag = -2; /* Copy */
+ ((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
+ ->value = 0.0f;
+ id++;
+ /* Link between nodes for the substraction. */
+ fromnode = nodes_copy[id_start];
+ tonode = nodes_copy[id_start + 1];
+ fromsock = ntree_shader_node_output_get(fromnode, 0);
+ tosock = ntree_shader_node_input_get(tonode, 1);
+ nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ /* Link mix input to first node. */
+ fromnode = nodes_copy[id_start + 2];
+ tonode = nodes_copy[id_start];
+ fromsock = ntree_shader_node_output_get(fromnode, 0);
+ tosock = ntree_shader_node_input_get(tonode, 1);
+ nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ /* Link weight input to both multiply nodes. */
+ fromnode = nodes_copy[id_start + 3];
+ fromsock = ntree_shader_node_output_get(fromnode, 0);
+ tonode = nodes_copy[id_start];
+ tosock = ntree_shader_node_input_get(tonode, 0);
+ nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ tonode = nodes_copy[id_start + 1];
+ tosock = ntree_shader_node_input_get(tonode, 0);
+ nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ break;
+ }
+ default:
+ BLI_assert(0);
+ break;
+ }
}
- else if (bump_socket && bump_socket->link) {
- bNodeLink *link = bump_socket->link;
- bNode *height = link->fromnode;
- bNode *height_dx = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 1);
- bNode *height_dy = ntree_shader_copy_branch(ntree, height, node_tag_branch_as_derivative, 0);
- height_dx_sock = ntree_shader_node_find_output(height_dx, link->fromsock->identifier);
- height_dy_sock = ntree_shader_node_find_output(height_dy, link->fromsock->identifier);
- nodeAddLink(ntree, height_dx, height_dx_sock, bump, bump_dx_socket);
- nodeAddLink(ntree, height_dy, height_dy_sock, bump, bump_dy_socket);
- /* We could end iter here, but other bump node could be plugged into other input sockets. */
+ }
+ /* Recreate links between copied nodes. */
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ if (node->tmp_flag >= 0) {
+ /* Naming can be confusing here. We use original nodelink name for from/to prefix.
+ * The final link is in reversed order. */
+ int socket_index;
+ LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->inputs, socket_index) {
+ bNodeSocket *tosock;
+ bNode *tonode;
+
+ switch (node->type) {
+ case SH_NODE_SHADERTORGB:
+ case SH_NODE_OUTPUT_WORLD:
+ case SH_NODE_OUTPUT_MATERIAL:
+ case SH_NODE_ADD_SHADER: {
+ tonode = nodes_copy[node->tmp_flag];
+ tosock = ntree_shader_node_output_get(tonode, 0);
+ break;
+ }
+ case SH_NODE_MIX_SHADER: {
+ if (socket_index == 0) {
+ /* Mix Factor. */
+ tonode = nodes_copy[node->tmp_flag + 2];
+ tosock = ntree_shader_node_input_get(tonode, 1);
+ }
+ else if (socket_index == 1) {
+ /* Shader 1. */
+ tonode = nodes_copy[node->tmp_flag + 1];
+ tosock = ntree_shader_node_output_get(tonode, 0);
+ }
+ else {
+ /* Shader 2. */
+ tonode = nodes_copy[node->tmp_flag];
+ tosock = ntree_shader_node_output_get(tonode, 0);
+ }
+ break;
+ }
+ default:
+ BLI_assert(0);
+ break;
+ }
+
+ if (sock->link) {
+ bNodeSocket *fromsock;
+ bNode *fromnode = sock->link->fromnode;
+
+ switch (fromnode->type) {
+ case SH_NODE_ADD_SHADER: {
+ fromnode = nodes_copy[fromnode->tmp_flag];
+ fromsock = ntree_shader_node_input_get(fromnode, 1);
+ if (fromsock->link) {
+ ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
+ }
+ break;
+ }
+ case SH_NODE_MIX_SHADER: {
+ fromnode = nodes_copy[fromnode->tmp_flag + 3];
+ fromsock = ntree_shader_node_input_get(fromnode, 1);
+ if (fromsock->link) {
+ ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
+ }
+ break;
+ }
+ case SH_NODE_BACKGROUND:
+ case SH_NODE_BSDF_ANISOTROPIC:
+ case SH_NODE_BSDF_DIFFUSE:
+ case SH_NODE_BSDF_GLASS:
+ case SH_NODE_BSDF_GLOSSY:
+ case SH_NODE_BSDF_HAIR_PRINCIPLED:
+ case SH_NODE_BSDF_HAIR:
+ case SH_NODE_BSDF_PRINCIPLED:
+ case SH_NODE_BSDF_REFRACTION:
+ case SH_NODE_BSDF_TOON:
+ case SH_NODE_BSDF_TRANSLUCENT:
+ case SH_NODE_BSDF_TRANSPARENT:
+ case SH_NODE_BSDF_VELVET:
+ case SH_NODE_EEVEE_SPECULAR:
+ case SH_NODE_EMISSION:
+ case SH_NODE_HOLDOUT:
+ case SH_NODE_SUBSURFACE_SCATTERING:
+ case SH_NODE_VOLUME_ABSORPTION:
+ case SH_NODE_VOLUME_PRINCIPLED:
+ case SH_NODE_VOLUME_SCATTER:
+ fromsock = ntree_shader_node_find_input(fromnode, "Weight");
+ if (fromsock->link) {
+ ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
+ }
+ break;
+ default:
+ fromsock = sock->link->fromsock;
+ break;
+ }
+
+ /* Manually add the link to the socket to avoid calling
+ * BKE_ntree_update_main_tree(G.main, oop, nullptr. */
+ fromsock->link = nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
+ BLI_assert(fromsock->link);
+ }
+ }
}
}
- return true;
+ /* Restore displacement & thickness link. */
+ if (displace_link) {
+ nodeAddLink(
+ ntree, displace_link->fromnode, displace_link->fromsock, output_node, displace_output);
+ }
+ if (thickness_link) {
+ nodeAddLink(
+ ntree, thickness_link->fromnode, thickness_link->fromsock, output_node, thickness_output);
+ }
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+
+ MEM_freeN(nodes_copy);
}
-static bool ntree_tag_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *userdata)
+static bool closure_node_filter(const bNode *node)
{
- switch (fromnode->type) {
+ switch (node->type) {
+ case SH_NODE_ADD_SHADER:
+ case SH_NODE_MIX_SHADER:
+ case SH_NODE_BACKGROUND:
case SH_NODE_BSDF_ANISOTROPIC:
- case SH_NODE_EEVEE_SPECULAR:
- case SH_NODE_BSDF_GLOSSY:
+ case SH_NODE_BSDF_DIFFUSE:
case SH_NODE_BSDF_GLASS:
- fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id;
- ((nTreeTags *)userdata)->ssr_id += 1;
- break;
- case SH_NODE_SUBSURFACE_SCATTERING:
- fromnode->sss_id = ((nTreeTags *)userdata)->sss_id;
- ((nTreeTags *)userdata)->sss_id += 1;
- break;
+ case SH_NODE_BSDF_GLOSSY:
+ case SH_NODE_BSDF_HAIR_PRINCIPLED:
+ case SH_NODE_BSDF_HAIR:
case SH_NODE_BSDF_PRINCIPLED:
- fromnode->ssr_id = ((nTreeTags *)userdata)->ssr_id;
- fromnode->sss_id = ((nTreeTags *)userdata)->sss_id;
- ((nTreeTags *)userdata)->sss_id += 1;
- ((nTreeTags *)userdata)->ssr_id += 1;
- break;
+ case SH_NODE_BSDF_REFRACTION:
+ case SH_NODE_BSDF_TOON:
+ case SH_NODE_BSDF_TRANSLUCENT:
+ case SH_NODE_BSDF_TRANSPARENT:
+ case SH_NODE_BSDF_VELVET:
+ case SH_NODE_EEVEE_SPECULAR:
+ case SH_NODE_EMISSION:
+ case SH_NODE_HOLDOUT:
+ case SH_NODE_SUBSURFACE_SCATTERING:
+ case SH_NODE_VOLUME_ABSORPTION:
+ case SH_NODE_VOLUME_PRINCIPLED:
+ case SH_NODE_VOLUME_SCATTER:
+ return true;
default:
- /* We could return false here but since we
- * allow the use of Closure as RGBA, we can have
- * BSDF nodes linked to other BSDF nodes. */
- break;
+ return false;
}
+}
+static bool shader_to_rgba_node_gather(bNode *UNUSED(fromnode), bNode *tonode, void *userdata)
+{
+ Vector<bNode *> &shader_to_rgba_nodes = *(Vector<bNode *> *)userdata;
+ if (tonode->tmp_flag == -1 && tonode->type == SH_NODE_SHADERTORGB) {
+ tonode->tmp_flag = 0;
+ shader_to_rgba_nodes.append(tonode);
+ }
return true;
}
-/* EEVEE: Scan the ntree to set the Screen Space Reflection
- * layer id of every specular node AND the Subsurface Scattering id of every SSS node.
- */
-void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tags)
+/* Shader to rgba needs their associated closure duplicated and the weight tree generated for. */
+static void ntree_shader_shader_to_rgba_branch(bNodeTree *ntree, bNode *output_node)
{
- if (output_node == nullptr) {
- return;
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ node->tmp_flag = -1;
}
- /* Make sure sockets links pointers are correct. */
- BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ /* First gather the shader_to_rgba nodes linked to the ouput. This is separate to avoid
+ * conflicting usage of the node->tmp_flag. */
+ Vector<bNode *> shader_to_rgba_nodes;
+ nodeChainIterBackwards(ntree, output_node, shader_to_rgba_node_gather, &shader_to_rgba_nodes, 0);
+
+ for (bNode *shader_to_rgba : shader_to_rgba_nodes) {
+ bNodeSocket *closure_input = ntree_shader_node_input_get(shader_to_rgba, 0);
+ if (closure_input->link == nullptr) {
+ continue;
+ }
+ bNode *start_node = closure_input->link->fromnode;
+ bNode *start_node_copy = ntree_shader_copy_branch(
+ ntree, start_node, closure_node_filter, nullptr, 0);
+ /* Replace node copy link. This assumes that every node possibly connected to the closure input
+ * has only one ouput. */
+ bNodeSocket *closure_output = ntree_shader_node_output_get(start_node_copy, 0);
+ nodeRemLink(ntree, closure_input->link);
+ nodeAddLink(ntree, start_node_copy, closure_output, shader_to_rgba, closure_input);
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+
+ ntree_shader_weight_tree_invert(ntree, shader_to_rgba);
+ }
+}
- nodeChainIterBackwards(ntree, output_node, ntree_tag_bsdf_cb, tags, 0);
+static bool ntree_branch_node_tag(bNode *fromnode, bNode *tonode, void *UNUSED(userdata))
+{
+ fromnode->tmp_flag = 1;
+ tonode->tmp_flag = 1;
+ return true;
}
-void ntreeGPUMaterialNodes(bNodeTree *localtree,
- GPUMaterial *mat,
- bool *has_surface_output,
- bool *has_volume_output)
+/* Avoid adding more node execution when multiple outputs are present. */
+/* NOTE(@fclem): This is also a workaround for the old EEVEE SSS implementation where only the
+ * first executed SSS node gets a SSS profile. */
+static void ntree_shader_pruned_unused(bNodeTree *ntree, bNode *output_node)
{
- bNodeTreeExec *exec;
+ bool changed = false;
- bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ node->tmp_flag = 0;
+ }
- ntree_shader_groups_remove_muted_links(localtree);
- ntree_shader_groups_expand_inputs(localtree);
+ /* Avoid deleting the output node if it is the only node in the tree. */
+ output_node->tmp_flag = 1;
- ntree_shader_groups_flatten(localtree);
+ nodeChainIterBackwards(ntree, output_node, ntree_branch_node_tag, nullptr, 0);
- if (output == nullptr) {
- /* Search again, now including flattened nodes. */
- output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
+ LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
+ if (node->type == SH_NODE_OUTPUT_AOV) {
+ nodeChainIterBackwards(ntree, node, ntree_branch_node_tag, nullptr, 0);
+ }
}
- /* Perform all needed modifications on the tree in order to support
- * displacement/bump mapping.
- */
- ntree_shader_relink_displacement(localtree, output);
-
- /* Duplicate bump height branches for manual derivatives.
- */
- nodeChainIterBackwards(localtree, output, ntree_shader_bump_branches, localtree, 0);
- LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
- if (node->type == SH_NODE_OUTPUT_AOV) {
- nodeChainIterBackwards(localtree, node, ntree_shader_bump_branches, localtree, 0);
- nTreeTags tags = {};
- tags.ssr_id = 1.0;
- tags.sss_id = 1.0;
- ntree_shader_tag_nodes(localtree, node, &tags);
+ LISTBASE_FOREACH_MUTABLE (bNode *, node, &ntree->nodes) {
+ if (node->tmp_flag == 0) {
+ ntreeFreeLocalNode(ntree, node);
+ changed = true;
}
}
- /* TODO(fclem): consider moving this to the gpu shader tree evaluation. */
- nTreeTags tags = {};
- tags.ssr_id = 1.0;
- tags.sss_id = 1.0;
- ntree_shader_tag_nodes(localtree, output, &tags);
+ if (changed) {
+ BKE_ntree_update_main_tree(G.main, ntree, nullptr);
+ }
+}
+
+void ntreeGPUMaterialNodes(bNodeTree *localtree, GPUMaterial *mat)
+{
+ bNodeTreeExec *exec;
+
+ ntree_shader_groups_remove_muted_links(localtree);
+ ntree_shader_groups_expand_inputs(localtree);
+ ntree_shader_groups_flatten(localtree);
+
+ bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
+
+ /* Tree is valid if it contains no undefined implicit socket type cast. */
+ bool valid_tree = ntree_shader_implicit_closure_cast(localtree);
+
+ if (valid_tree && output != NULL) {
+ ntree_shader_pruned_unused(localtree, output);
+ ntree_shader_shader_to_rgba_branch(localtree, output);
+ ntree_shader_weight_tree_invert(localtree, output);
+ }
exec = ntreeShaderBeginExecTree(localtree);
ntreeExecGPUNodes(exec, mat, output);
@@ -918,23 +1052,6 @@ void ntreeGPUMaterialNodes(bNodeTree *localtree,
}
}
ntreeShaderEndExecTree(exec);
-
- /* EEVEE: Find which material domain was used (volume, surface ...). */
- *has_surface_output = false;
- *has_volume_output = false;
-
- if (output != nullptr) {
- bNodeSocket *surface_sock = ntree_shader_node_find_input(output, "Surface");
- bNodeSocket *volume_sock = ntree_shader_node_find_input(output, "Volume");
-
- if (surface_sock != nullptr) {
- *has_surface_output = (nodeCountSocketLinks(localtree, surface_sock) > 0);
- }
-
- if (volume_sock != nullptr) {
- *has_volume_output = (nodeCountSocketLinks(localtree, volume_sock) > 0);
- }
- }
}
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,